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Author Topic: [0.95a] Luddic Enhancement Mod 1.2.5i  (Read 163368 times)

Neitronus

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Re: [0.9.1a] Luddic Enhancement Mod 1.2.2
« Reply #45 on: September 23, 2020, 08:40:14 AM »

This mod also have issue with version file being unreacheble on bitbucket. Any chance for a hotfix?
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Chairman Suryasari

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Re: [0.9.1a] Luddic Enhancement Mod 1.2.2
« Reply #46 on: September 23, 2020, 12:33:20 PM »

This mod also have issue with version file being unreacheble on bitbucket. Any chance for a hotfix?

It's a big problem, bitbucket is kinda wonky so just ignore it for the time being.
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Neitronus

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Re: [0.9.1a] Luddic Enhancement Mod 1.2.2
« Reply #47 on: September 23, 2020, 09:21:32 PM »

You think they might revert that? I mean, from what I learned so far, it seems like a permanent change. And Atlassian team is known for ruining updates. (Old Jira VS New Jira: Back then you could easily access pipeline from a task.)
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King Alfonzo

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Re: [0.9.1a] Luddic Enhancement Mod 1.2.4
« Reply #48 on: October 23, 2020, 09:32:17 PM »

NEW UPDATE
Changes with 1.2.4:

Added new ships to help flesh out the Luddic Church:

-The Fidem, an oversized frigate with a fighter bay, let down by a disproportionately high maintenance cost.
-The Fasces, an archaic, heavily armoured and heavily armed destroyer with the logistical cost of a light cruiser.
-The Sebastian, an ancient front-line carrier cruiser, let down by a prohibitive logistical profile and a lack of large weapon mounts.

This update also has the following changes:
-Fixed the Phaeton (LP) and Starliner (LP) having the wrong number of flight decks.
-Version file fixed.

This update is savegame compatible with previous version.

Download Here.

Yurixeva

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Re: [0.9.1a] Luddic Enhancement Mod 1.2.4
« Reply #49 on: December 10, 2020, 08:34:14 AM »

Hey Alfonzo!

I have taken a look at your luddic_church.faction file. It seems you have will need to add both priorityShips as well as shipRoles into it. The reason is, the vanilla luddic_church.faction file has priorityShips which would vastly increase the number of spawns for Condors, Moras, and Legions. On top of that, shipRoles in the following code below will also vastly overwrite the ships you are adding.

Vanilla shipRoles Code
Code
	"shipRoles":{
"carrierSmall":{
"includeDefault":true,
"condor_Strike":50,
},
"carrierMedium":{
"includeDefault":true,
"mora_Strike":50,
},
"carrierLarge":{
"legion_FS":50,
"legion_Strike":50,
#"fallback":{"combatCapital":1},
},
"combatMedium":{
"includeDefault":true,
"buffalo2_Fighter_Support":50,
"enforcer_Fighter_Support":50,
},
"combatFreighterMedium":{
"includeDefault":true,
"mule_Fighter_Support":50,
},
"combatLarge":{
"includeDefault":true,
"dominator_Fighter_Support":50,
},
"phaseSmall":{
"fallback":{"combatSmall":1},
},
"phaseMedium":{
"fallback":{"combatMedium":1},
},
"phaseLarge":{
"fallback2":{"combatLarge":1},
},
},
[close]

The roles which your mod are affected by these: combatMedium, combatLarge, carrierSmall, carrierLarge, combatFrieghterMedium (I have taken reference from default_ship_roles).

Below is the code that I use in luddic_church.faction file of your mod, this allows your mod's ships to spawn properly. Feel free to use this information however you wish!

Spoiler
Code
{
    "knownShips":{
        "tags":["LC_bp"],
        "hulls":[
            "brawler_luddic",
"cerberus_luddic",
"mule_luddic",
"dominator_luddic",
"enforcer_luddic",
"venture_luddic",
"onslaught_lc",
"legion_lc",
"fidem",
"fasces",
"sebastian",
        ],
    },
    "priorityShips":{
        "hulls":[
"brawler_luddic",
"cerberus_luddic",
"mule_luddic",
"dominator_luddic",
"enforcer_luddic",
"venture_luddic",
"onslaught_lc",
"legion_lc",
"fidem",
"fasces",
"sebastian",
        ],
    },
    "hullFrequency":{
        "tags":{
            "LC_bp":2,
        },
        "hulls":{
"brawler_luddic":10,
"cerberus_luddic":10,
"mule_luddic":10,
"dominator_luddic":10,
"enforcer_luddic":10,
"venture_luddic":10,
"onslaught_lc":3,
"legion_lc":10,
"fidem":10,
"fasces":10,
"sebastian":10,
        },
    },
"shipRoles":{
"combatMedium":{
"enforcer_Balanced_luddic":50,

"fasces_cs":50,
"fasces_attack":50,
"fasces_standard":50,
"fasces_so":50,
},
"combatLarge":{
"sebastian_cs":50,
"sebastian_attack":50,
"sebastian_std":50,
},
"carrierSmall":{
"fidem_cs":50,
"fidem_attack":50,
"fidem_std":50,
"fidem_strike":50,
},
"carrierLarge":{
"legion_lc_Assault":50,
"legion_lc_Escort":50,
"legion_lc_FS":50,
"legion_lc_Strike":50,
},
"combatFreighterMedium":{
"mule_luddic_support":50,
},

},
},
[close]

On a side note, the description for the fasces-class seems to be incomplete.
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King Alfonzo

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Re: [0.9.1a] Luddic Enhancement Mod 1.2.4a
« Reply #50 on: December 12, 2020, 02:28:18 AM »

Thanks for the catch, but I've since fixed this in the dev version. I'll be updating once I sort out one or two things on my end.

EDIT: Okay, sorted and checked.

1.2.4a HOTFIX:

-Implemented change to the faction file that makes the Luddic Church use Luddic Enhanced ships more regularly.

This update is savegame compatible with previous version.

DOWNLOAD HERE.

Yurixeva

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Re: [0.9.1a] Luddic Enhancement Mod 1.2.4a
« Reply #51 on: December 12, 2020, 06:56:26 AM »

Just to follow-up, you might need to add in priorityShips code for the ships as well in luddic_church.faction.
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Agalyon

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Re: [0.9.1a] Luddic Enhancement Mod 1.2.4a
« Reply #52 on: December 13, 2020, 05:52:17 PM »

The download is broken I'm pretty sure
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Chairman Suryasari

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Re: [0.9.1a] Luddic Enhancement Mod 1.2.4a
« Reply #53 on: December 13, 2020, 08:12:50 PM »

done.
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Amoebka

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Re: [0.9.1a] Luddic Enhancement Mod 1.2.4a
« Reply #54 on: December 30, 2020, 04:35:47 AM »

Hull frequences for new ships are set to 10, while vanilla ones are 1 and SWP ones are 0.25-0.5. This means that when Luddic Enhancement is enabled, pathers mostly spawn with your ships, not even their default vanilla ones. There are 20 mules for every one enforcer, etc. Is this intentional?
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DeusVauly

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Re: [0.9.1a] Luddic Enhancement Mod 1.2.4a
« Reply #55 on: January 02, 2021, 04:07:12 PM »

it seems like the luddic church AI isnt using the reskins for the Legion and onslaught [
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Mach56

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Re: [0.9.1a] Luddic Enhancement Mod 1.2.4a
« Reply #56 on: January 09, 2021, 06:34:27 PM »

It appears that the Luddic path Hermes doesn't have built in ill advised modifications, and instead that hullmod is on the variants, so you can just remove it without needing to restore it.
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King Alfonzo

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Re: [0.9.1a] Luddic Enhancement Mod 1.2.4b
« Reply #57 on: February 05, 2021, 01:32:48 AM »

Many thanks for the catch Mach56!

Update: 1.2.4b

-Sebastian sprite has been redone. Everything else is exactly the same, it just looks better.
-Armour and hull stats of the Venture (LP) have been reduced slightly, to prevent having to grind through them.
-Hermes (LP) now have ill-advised on the base hull rather than the variant files.


This update is savegame compatible with previous version.


DOWNLOAD HERE.

Twilight Sentinel

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Re: [0.9.1a] Luddic Enhancement Mod 1.2.4b
« Reply #58 on: February 05, 2021, 12:28:16 PM »

I wish I'd checked for something like this before I started my current LC game.  I'm way too far into that game, and found a Doom blueprint immediately in it, to restart now.  I did just post a suggestion for the LC and then thought to look up to see if there were any mods for them. 

Looks like you took things in a very different direction than I did, but I'll post a link anyway and you can say what you think.
https://fractalsoftworks.com/forum/index.php?topic=19776.0
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Helldiver

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Re: [0.9.1a] Luddic Enhancement Mod 1.2.4b
« Reply #59 on: February 08, 2021, 06:07:36 AM »

The Dram bombs have to be the most thematic addition to the Pathers possible. Ain't no tension like seeing a Prom with a dram bomb still loaded turning towards one of your ships.
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